Wellcome to the pack, comrade!
So, Space Wolves are currently in sort of a weird spot in the game. Most of what they can do is done better by Space Marines, not because the stock units are better, but just because vanilla Space Marines have access to more formations that allow for better niche use of whatever that Space Marine player wants to do. What Space Wolves have on their side is a unique couple of rules that aren't exactly 'Better' than Chapter Tactics, but aren't worse either, and a bit of unique gear access.
Oh, and they also have Thunderwolf Cavalry and Wulfen, who are two of the strongest Melee units in the game due to their high number of attacks, speed, and access to S10 AP2 in volume - Most armies struggle to get a lot of S10 AP2 in close combat outside of using special Psychic Powers or with expensive Indendant Characters, but thanks to Thunderwolf Cavalry and Thunderwolves in general, we have access to lots of base S5 that can be doubles into a truly devastating volley of attacks.
TWC and Wulfen are both amplified by deathstar builds, of course. Just taking a single unit of TWC without any characters attached is by no means overpowered, and is going to provide a strong but not WAAC squad that is fun to use.
Space Wolves also have lots of other fun things that no other armies can do. If you like Psykers, taking five Rune Priests in a Wyrdstorm brotherhood is a ton of fun - Give one of those Rune Priests the Helm of Russ, and he has access to a power that will get around 25-30 S7 hits that Ignore Cover. This attack absolutely devastates anyone relying on Jink saves or who has light armor for protection, and your other four Rune Priests are still good psykers that can buff up the rest of your army or launch other psychic attacks.
Drop Pod Assault lists are not exactly your forte, unfortunately. It was much better in our last codex, where we could get a ten-man squad with CCWs and two Plasma Guns in a Pod for 190 points, but now if we want two Plasma Guns in a pod it costs 195 points, and if - Russ forbid - You want those CCWs back, it's going to cost you an extra 20 points, bringing the total cost up to 215. With the CCWs we were able to reliably ward off counter-assaults, making our defensive abilities notably better against many armies, but since we got notably more expensive in order to match the same damage output, it's just not something that we can reasonably do. (Especially since other Space Marine chapters can just take a single Special Weapon and then a Combi-weapon on their sergeant, then throw on the Imperial Space Marine and get a Plasma Pod that has greater shooting output for a mere 130pts. It dies quicker, but man is it much, much more efficient by comparison.)
If you're going to go model-heavy, I would recommend using Rhinos over Drop Pods. Power armor doesn't provide as much protection as it used to, and those rhinos can be used to block movement or Line of Sight once the Grey Hunters get out. Plus, if you're using the Ironwolves formation, you can still cross the board in a single turn.
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